/*
 * ccShader_ControlSwitchMask_frag.h
 *
 * Copyright 2013 Yannick Loriot.
 * http://yannickloriot.com
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 *
 */

"                                                                                       \n\
#ifdef GL_ES                                                                            \n\
precision lowp float;                                                                   \n\
#endif                                                                                  \n\
                                                                                        \n\
varying vec4        v_fragmentColor;                                                    \n\
varying vec2        v_texCoord;                                                         \n\
uniform sampler2D   u_texture;                                                          \n\
uniform sampler2D   u_mask;                                                             \n\
                                                                                        \n\
void main()                                                                             \n\
{                                                                                       \n\
vec4 texColor   = texture2D(u_texture, v_texCoord);                                     \n\
vec4 maskColor  = texture2D(u_mask, v_texCoord);                                        \n\
vec4 finalColor = vec4(texColor.r, texColor.g, texColor.b, maskColor.a * texColor.a);   \n\
gl_FragColor    = v_fragmentColor * finalColor;                                         \n\
}                                                                                       \n\
";